In Your Face Fury – by Dark Seraphim

Build Title: In Your Face Fury

Class: N7 Fury Adept

Map Difficulty Rating: This build has the potential for Gold gameplay

Power Evolutions:
Annihilation Field: (4) Impact Radius, (5) Movement Speed, (6) Drain
Dark Channel: (4) Duration, *(5) Refer to Strategy, (6) Pierce
Throw: (4) Radius, (5) Detonate, (6) Force & Damage
N7 Fury: N/A
Fitness: (4) Durability, (5) Shield Recharge, (6) Fitness Expert

 

Weapons:
As far as weapons go, my main rule is to keep above 190% cooldown.  Previously, my weapon of choice was an Acolyte with Damage mod, and Melee Stunner, along with Cryo ammo. This gave me a nice weapon that can be fired point blank to do nice AoE damage, along with a bit of crowd control from the cryo ammo. Since the shot isn’t a standard shot, I didn’t feel comfortable with a headshot modifier, and it was already light enough to ignore lightweight materials. While this weapon may seem in contention with the Drain ability of Annihilation Field, it does help quite a bit against bosses who have large shields, or for popping shields at long range to make sure your biotic explosions are extremely powerful.
Alternate weapon choices would be effectively anything you are comfortable with. An SMG would easily fill the hole, and I’ve seen many Fury’s using the N7 Hurricane (great damage, bad stability which can be mostly mitigated by SMG Recoil Systems) for their short range finisher. Depending on your weapon level and lightweight materials, one of the heavy pistols might be a good bet, such as the Carnifex or Paladin, to supplement your long range abilities (and go for the occasional ground shot execution).
I have seen the Wraith Shotgun becoming more and more prominent on Caster classes like this one, and it would complement the in your face play style extremely well, provided the weight is low enough to make sure you can throw often enough. The Wraith’s weight drops significantly at higher levels.

 

Gear:
Permanent Gear wise, I usually stick with the Commando Package, because it complements my Pistol (Acolyte) and the Biotic Damage of my abilities (but biotic explosions don’t benefit from it). Alternative choices would be an Expert Package, if you like SMGs due to the power recharge. Or Even Structural Ergonomics for the higher recharge.  It all really depends on your specific levels. In my case the Commando Package hit level 5 long before anything else did and gave me twice the numbers any other mod did. It’s really up the store and preference here.
Consumable wise, my favorite is the level 3 Adrenaline Module. With the move bonus on Annihilation Field stacked with this, you can give Usain Bolt a run for his money. That being said, it allows you to move in and out of combat extremely quickly, including running right THROUGH enemies to safety. However, if you are out or want a safer alternative, Cyclonic Modulators are always a safe bet on anyone. +100% shields means when you drain shields you will have just that much more bulk to survive and do more damage.  But I don’t put much stock in consumables, if the build won’t work without them (within reason), it’s simply not worth using.

 

Strategy:
Strategy wise, there’s little complexity. If you can run into a group without taking too long (so you don’t get shot at) do it and kill everything with biotic explosions every second and change. You will have to get a feel for how tough you are and that’s not something a blurb here will teach you. I will however, give a number of basic tips that I’ve learned, which make me a high scoring player. First: use corners, your biotic field extends through walls, so you can prime enemies from cover then blast their faces in. Second: your dodge can go through walls, it is generally faster to sidestep through walls but not all walls can be sidestepped.  If that’s the case, try a heavy melee, you can likely make it through that way. Smaller maps with lots of rooms and hallways are perfect for this trick, it will let you get to someone’s aid quickly, get out of trouble, and just generally be where you can do the most good. Thirdly: when in doubt run. With the HUGE movement speed bonuses and teleporting side steps, you can get in and out of all kinds of situations. It pays to learn how to do more than run straight away from an enemy. Lastly: there’s a fun little shuffle step that allows you to biotic explosion a single target constantly. With the move speed bonuses this is significantly easier. It simply involves moving the enemy in and out of your field and using throw once they re enter. This allows for extreme damage against targets like banshee/atlas/prime/brute, and often happens incidentally against enemies like dragoons and pyros since they get knocked back by your biotic eplxosions in the first place.
Some specific enemies that give problems to many close range characters are Brutes, Phantoms, and Pyros. In these cases, the Fury (and my build) are well suited to handling them.  Brutes give visual notice when they’re about to jump or charge, it is extremely easy to phase sidestep out of range and continue the biotic explosion parade. Phantoms which are normally scary, are extremely easy to handle. One shot from the acolyte (500% damage vs shield/barrier + 25% more from the barrel) will take out a phantom’s shields almost entirely on Gold. Then they are just one biotic explosion or two more Acolyte shots away from getting destroyed. In the case of Pyros, you generally want to open with a BE to steal their shields because they’ll likely start flaming you. Then I usually drop an acolyte shot and shuffle step to do the second BE which should kill them.  If there are more than one, you can BE the second one since he’ll be primed already (without having to do the shuffle step trick). This premise also applies to any enemy that survives one biotic explosion. Two Marauders for example, run up and explode the first one, then throw the second one to create the second explosion which will kill them both.

 

Rating:
3.5 - It is certainly easier to play than a Drell Vanguard Melee build, however you are always placing yourself in the thick of enemies and it is easy to bite off more than you can chew.  However, the mechanics are fairly easy, walk up to an enemy and use throw. The hardest parts are playing this build well, knowing when to go in and out of combat, how to back out of combat, and what tricks to use when. Once those tricks are down, this class is almost always a top scorer on Gold and generally safe to play.

 

Appearance:
A16, A14, A12, 3:A12, C2
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Resilient Fury – by T.C.

Build Title:
Resilient Fury – by T.C.

Class:
N7 Fury Adept

Power Evolutions:
Annihilation Field: Impact Radius (4), Damage Taken (5), Drain (6)
Dark Channel: Damage (4), Recharge Speed (5), Damage (6)
Throw: Force (4), Detonate (5), Force & Damage (6)
N7 Fury: Damage & Capacity (4), Power Damage (5)
Fitness: (1), (2), (3)

Weapons:
Carnifex X with Scope and Damage mods, or any other weapon that will keep your Power Recharge Speed at +200%. If you’re playing this class well, you’ll barely be using your weapon.

Gear:
Structural Ergonomics Gear for additional Power Recharge Speed bonus.

Strategy:
This build can take more punishment from enemies than most adepts, but that doesn’t mean you should break from cover. Use cover always and hit enemies with Dark Channel, followed up by Throw to create biotic explosions. Dark Channel will transfer to one nearby enemy after your primary target is destroyed, which will allow you to simply toss Throw on them for another biotic explosion. If the new target isn’t who you want to blow up, just toss another Dark Channel to select your next victim.

I recommend keeping up your Annihilation Field as much as possible since the Drain ability will restore your shields and will allow you to detonate enemies that get too close to you by way of tossing Throw on them. Keep an eye out for the visual glow effect on your enemies from Dark Channel and Annihilation Field and detonate them with Throw. When you’re surrounded you can detonate your Annihilation Field to regain full shields more quickly, and also to detonate any enemies who have a biotic effect on them.

This build is effective on its own, but will also work great with any other biotic powered class that can toss out powers such as Warp, Throw, etc. The high recharge rate on powers means you’ll be pumping out biotic explosions very quickly. The Annihilation Field is also a great way to keep you in the fight since it restores your shields when damaging enemies who get too close to you.

N00b Rating: (scale 1-5, 1 is easy for everybody!)
3. If you don’t know how biotic explosions work and prefer to run and gun, you’re in for some punishment. If you take cover and play smartly this build is very easy to excel with.

-edits by Lucien Midnight

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Poisonous Fury – by G.J.

Build Title:
Poisonous Fury – by G.J.

Class:
N7 Fury Adept

Power Evolutions:
Annihilation field: Damage (4), Movement speed (5), Drain (6)
Dark Channel: Damage (4), Slow (5), Pierce (6)
Throw: Radius (4), Detonate (5), Force and Damage (6)
N7 Fury: Damage and capacity (4), Power damage (5)
Fitness: (1), (2), (3)

Weapons:
Pistols, SMGs some shotguns. Anything that keeps your
cooldown as close to 200%, since you’ll definitely need it for this
class.

Gear:
Commando or mental focuser, both work according to your choice.

Strategy:
The Fury is one of those classes that has extreme amounts of
potential. One type of game play method is high-risk-high-reward, the
one that this loadout utilizes. The annihilation field is basically
like a mini offensive justicar bubble that travels with you. With the
points i’ve used, it gives you extra damage, extra movement speed
(which is VERY useful and a must in this strategy), and returns your
shields on successful detonation. anything that gets close to you,
takes damage and has a warp effect added to it, which can be rapidly
detonated by using throw. This can work -very- well if you get near 1
enemy, apply the warp effect, detonate, then move to the next. You can
have chain detonations active, which will make short work of enemies
even on gold (though it goes without saying, on gold you have to be
even more careful from full-auto marauders :D ).

The dark channel power is actually -very- powerful, and makes short
work of bosses. use it in conjunction with the throw to rapidly
detonate the biotic explosions, it can even be just left on enemies
without detonating it to do the DoT effect, which does quite a bit of
damage. Throw is very important to have max’d so you can rapidly
detonate your combos/others’ combos. From the fury tree you just need
the first 5 evolutions to get the max power damage you can from it,
and fitness 1,2,3 should be enough for your survivability. If you feel
you need even more, you could perhaps drop throw evo 6 for it, but i’d
not recommend it.

N00b Rating: (scale 1-5, 1 is easy for everybody!)
4. on lower difficulties, this strategy is pretty easy to
pull off, but as you go into the harder difficulties, you have to be
even more cautious, and have to ensure that you’re not getting
flanked. the dodge ability is very useful to get out of tight
situations since you can teleport through thin walls and thus put some
distance between your enemies and you.

-edits by Lucien Midnight

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Biotic Bubblegum – by SciFiDownBeat

Build Title:
Biotic Bubblegum – by SciFiDownBeat

Class:
N7 Fury Adept

Power Evolutions:
Annihilation Field: Damage (4), Movement Speed (5), Drain (6)
Dark Channel: Duration (4), Slow (5), Pierce (6)
Throw: Radius (4), Detonate (5), Force & Damage (6)
N7 Fury: Damage & Capacity (4)
Fitness: Durability (4)

Weapons:
Anything that brings you close to 200%, but for this class even 100% is acceptable. 4 points in the class power gives you a few weight capacity points to give you some more wiggle room. I don’t recommend shotguns or sniper rifles as it’s important to be ready to fire at a moment’s notice, so slow-firing weapons won’t really help in tight situations.

Gear:
The Martial Biotic Amp, the Expert Package, and the Commando Package all gel well with this class, but a simple Shield Booster works too if you’re feeling squishy. Use your Armor Bonus to enhance your powers (with Power Efficiency Module or Power Amplifier Module). Ammo and Weapon Bonuses are to taste.

Strategy:
One thing right off the bat: the Dark Channel + Throw biotic combo (DCT) is, hands down, the best self-induced biotic combo in the game. Dark Channel is basically Warp 2.0, so normally you can spam DCT as you would Thwarp, though Dark Channel cannot set off biotic detonations; it only primes them. However, since Dark Channel jumps upon the death of its “host” (and primes a new biotic detonation upon jumping), you can send out one Dark Channel and potentially send out a handful of Throws. The only trick to DCT is that you shouldn’t waste too much time looking for the next Dark Channel jump. Only send out another Throw if you’re positive where your Dark Channel will jump to, or if you have a clear view of a bunch of enemies. One example of a good use of DCT is by camping out on the high ledge in Firebase London (where you get a bird’s eye view of the street) or the descending hallway in Firebase Glacier. From these areas you’ll be able to clearly see where your Dark Channel jumps to so you can rain down Throws and pull of a string of biotic detonations.

DCT is the bread of this build; the butter is Annihilation Field. At first, it seems like a pretty silly power, especially since its usefulness only comes into play at short range (and if you haven’t already figured it out, Adepts and Short Range don’t always mix very well). AF’s evolution tree is divided into two groups: offensive on top (all damage increases) and defensive on bottom. However, by its nature, AF should be used defensively when you are alone. When you get cornered, you can detonate the power itself or you can pop a Throw to set off the detonation primed by AF, but you shouldn’t actively run around trying to prime biotic detonations at short range with it (except on Bronze). This makes it really useful against assailing Phantoms and Hunters. However, when you have biotic teammates, AF becomes very useful offensively. Stand inside a Justicar’s Warp Bubble, continuously spam AF, and suddenly you’ve become an atomic bomb. Note that while AF has no power recharge penalty, it does not increase durability and it must be recast every minute or so. Recasting shouldn’t be an issue, since you should be detonating it every minute or so anyway to make the most of the power.

So, to recap: DCT is your primary combo, AF is your ace in the hole. Don’t forget to fire your weapon every once in a while.

Other remarks:
-Heavy Melee’s animation is somewhat similar to the Asari’s except that you vanish and reappear a few meters in front of you and it targets enemies. If an enemy is right in your face then you don’t vanish or teleport.
-The Fury’s combat rolls cover a lot of distance, so it takes some getting used to when you try to roll into cover and you end up flying through it. The flip side is that if you roll into large objects, the game forces you forward until you hit solid ground or you hit the edge of the map, allowing you to cover great distances if you are lucky or skilled enough to manipulate it.
-Biotic attacks seem to have black/purple undertones along with blue. I just thought that was kinda cool.

N00b Rating: (scale of 1-5, 1 is easy for everybody!)
3. Be aware of enemy positions and you know your way around the map so you can make a quick getaway if you need to. Otherwise, spam DCT and remember that with Drain AF, shielded enemies can provide a nice boost to your shields. Between your two primers (Annihilation Field and Dark Channel) and detonators (Annihilation Field and Throw), you should be popping off biotic combos like bubblegum.

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